Add hard edge to non-visible areas

This commit is contained in:
2021-06-30 13:52:14 +02:00
parent 1cfd1663d1
commit 532f491327
10 changed files with 68 additions and 56 deletions
+2 -2
View File
@@ -3,14 +3,14 @@ layout (lines_adjacency) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
vec4 shift (vec4 p) { return (vec4 (p.xyz + (2000*(p.xyz-lightPos)), 1));}
vec4 shift (vec4 p) { return (vec4 (p.xyz + (1000*(p.xyz-lightPos)), 1));}
vec4 f (vec4 p) {return (theMat * p);}
void main()
{
vec4 p0 = gl_in[0].gl_Position;
vec3 n0 = gl_in[2].gl_Position.xyz;
vec3 n1 = gl_in[3].gl_Position.xyz;
vec3 n2 = n0 + n1; // assumes the summands are normalized
//vec3 n2 = n0 + n1; // assumes the summands are normalized
vec3 lightDir = p0.xyz - lightPos.xyz;
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point in
+1 -1
View File
@@ -2,5 +2,5 @@
out vec4 fColor;
void main()
{
fColor = vec4 (0.9,0.5,0,0);
fColor = vec4 (0.9,0.5,0,1);
}
+24 -6
View File
@@ -34,18 +34,36 @@ vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
gl_Position = a4; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a8; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a2; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a6; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a5; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a8; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a6; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a6; EmitVertex();
//gl_Position = a2; EmitVertex();
EndPrimitive();
} else {}
}
+2 -1
View File
@@ -11,7 +11,8 @@ float isLHS (vec2 startV, vec2 testV)
return sign( -startV.x * testV.y + startV.y * testV.x);
}
vec4 shiftCloser (vec4 v)
{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
{ return vec4 (v.xy , v.z , v.w) ; }
//{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
+2 -2
View File
@@ -21,8 +21,8 @@ void main()
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
vec4 p3 = vec4 (p1.xy,150,1);
vec4 p4 = vec4 (p2.xy,150,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
+2 -2
View File
@@ -17,8 +17,8 @@ void main()
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,150,1);
vec4 p4 = vec4 (p2.xy,150,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;